﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shader Book/Chapter 5/prop"{
    Properties{
        _Color ("Color Tint", Color) = (1.0,1.0,1.0,1.0)
    }

    SubShader{
        Pass{
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            fixed4 _Color;

            struct a2v{
                float4 vertex : POSITION;
                float3 normal: NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f{
                float4 pos : SV_POSITION;
                fixed3 color : COLOR0;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.color = v.normal * 0.5 + fixed3(0.5,0.5,0.5);
                return o;
            }

            fixed4 frag(v2f i) : SV_TARGET{
                fixed3 c = i.color;
                c *= _Color.rgb;
                return fixed4(c,1.0);
            }

            ENDCG
        }   
    }
}
